Difference between revisions of "Lancer Knightz (Guild)/Handguns"

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(Combo: Speed and DPS: text improved)
(lots of Biohazard data for you)
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The 0 to +6 columns of the table contain CPM data. To collect such data, the tester goes to a safe area, such as Moorcroft Manor. For each level of charge time reduction (CTR), the tester executes charge attacks for a minute straight against thin air. Each test is repeated until it seems to settle on a single answer for the CPM. However, even then the results should be regarded as approximate. Also, we should note that all tests are carried out with ASI: Maximum!, because ASI has a small effect on charge attack speed. For example, Callahan CTR Very High does 16 charges per minute at ASI: Low, but 17 charges per minute at ASI: Maximum!
 
The 0 to +6 columns of the table contain CPM data. To collect such data, the tester goes to a safe area, such as Moorcroft Manor. For each level of charge time reduction (CTR), the tester executes charge attacks for a minute straight against thin air. Each test is repeated until it seems to settle on a single answer for the CPM. However, even then the results should be regarded as approximate. Also, we should note that all tests are carried out with ASI: Maximum!, because ASI has a small effect on charge attack speed. For example, Callahan CTR Very High does 16 charges per minute at ASI: Low, but 17 charges per minute at ASI: Maximum!
  
Based on the data collected thus far, the average decrease in charge time for each level of CTR seems to be about 6.7%.
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Based on the data collected thus far, the average decrease in charge time for each level of CTR seems to be about 6.3%.
  
 
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Revision as of 13:16, 19 August 2012

These handgun measurements are part of the Lancer Knightz data collection project. We also have lots of sword data. If you'd like to help us collect measurements, then please contact the project administrator, Donkeyhaute.

Combo: Speed and DPS

This table shows the combos per minute of various handguns, at various levels of attack speed increase (ASI). To collect such data, a tester takes a gun to any safe area, such as Moorcroft Manor. He or she repeatedly fires full clips for a solid minute, and records the result in the hidden HTML comments in this table. The test is repeated, until it seems to settle on a single answer for the combos per minute, which is then entered in the table. However, even then the result should be regarded as approximate.

The average percentage increase in combos per minute, from one level of ASI to the next, turns out to be around 3.4%.

Name Damage -2 -1 0 +1 +2 +3 +4 +5 +6
Valiance normal 31 32 33 34 35 36 38
Volcanic Pepperbox normal
Neutralizer normal
Supernova normal
Iron Slug normal
Blitz Needle piercing 21 21 21 22
Plague Needle piercing
Callahan piercing 27 28 29 30 31 32 33
Magma Driver elemental
Hail Driver elemental 32 33 35 36 37 38 40
Storm Driver elemental
Nova Driver elemental
Polaris elemental 30 31 32 33 35 36 38
Argent Peacemaker elemental 24 25 26 27 28 28 29
Umbra Driver shadow 32 33 35 36 37 38 40
Biohazard shadow 30 32 33 34 35 36 37
Sentenza shadow 24 25 26 27 28 28 29

The following table shows the resulting damage per second (DPS) from firing full clips at ASI: Maximum! (at depth 28, with no damage bonus coming from UVs, armor, or trinkets). Unfortunately, many of the damage data on the wiki have not been updated since the Spring 2012 handgun damage increase this spring. So we can fill in only a few rows right now.

Name Damage Slimes Gremlins Beasts Fiends Undead Constructs
Valiance normal 205 205 205 205 205 205
Volcanic Pepperbox normal
Neutralizer normal
Supernova normal
Iron Slug normal
Blitz Needle piercing
Plague Needle piercing
Callahan piercing
Magma Driver elemental
Hail Driver elemental
Storm Driver elemental
Nova Driver elemental
Polaris elemental
Argent Peacemaker elemental 194 72 72 194 415 368
Umbra Driver shadow
Biohazard shadow
Sentenza shadow 368 415 194 72 72 194

Charge: Speed and Movement Speed

This table shows two kinds of data about handgun charges: how fast the user can move while charging the gun, and how many charges per minute (CPM) the gun allows.

The Dash and Penalty columns show movement speed data. To collect such data, the tester goes to the train platform on the west side of Moorcroft Manor, with no movement speed increase or decrease. The tester runs from the north end of the platform to the south end three times, with the gun charged. The average of the three times is shown in the Dash column. When not charging a weapon, this dash takes a baseline 6.8 seconds. The Penalty column shows how much longer than baseline the measured dash time is; it's a measure of how much charging the gun slows down the user.

The 0 to +6 columns of the table contain CPM data. To collect such data, the tester goes to a safe area, such as Moorcroft Manor. For each level of charge time reduction (CTR), the tester executes charge attacks for a minute straight against thin air. Each test is repeated until it seems to settle on a single answer for the CPM. However, even then the results should be regarded as approximate. Also, we should note that all tests are carried out with ASI: Maximum!, because ASI has a small effect on charge attack speed. For example, Callahan CTR Very High does 16 charges per minute at ASI: Low, but 17 charges per minute at ASI: Maximum!

Based on the data collected thus far, the average decrease in charge time for each level of CTR seems to be about 6.3%.

Name Damage Dash Penalty 0 +1 +2 +3 +4 +5 +6
Valiance normal 9.1 34% 20 21 23 24.5
Volcanic Pepperbox normal
Neutralizer normal
Supernova normal
Iron Slug normal
Blitz Needle piercing 9.1 34% 14 15 16 16.5 17.5
Plague Needle piercing
Callahan piercing 13.8 103% 17 18 19
Magma Driver elemental
Hail Driver elemental 9.1 34% 21 23 25
Storm Driver elemental
Nova Driver elemental
Polaris elemental 9.2 35% 21 22.5 25
Argent Peacemaker elemental 9.2 35% 13 14 14.5
Umbra Driver shadow 9.2 35% 19 20 21 23 25
Biohazard shadow 9.2 35% 31 33 34 36 37
Sentenza shadow 9.2 35% 13 14 14.5
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